Farsight Enclave – Tau Supplement

Okay guys, jumbled up summary from the sources on what the Tau supplement info is but find below please :).

Some pictures as well – we’ll hopefully get clearer ones soon.

I’ll be adding my quick thoughts in for yummy reading…

Overall from a quick look, a much better feel to it than the Iyanden and I hope this sort of trend continues, even if the rules aren’t as great as they could be (which I haven’t looked at yet).

Thoughts added – moving Crisis to Troops is what supplements should do, the wargear isn’t as great as the Tau options but being able to BB ally helps with that. I see a lot of Farsight armies being used as Allies rather than the core force and bringing along Commander, Riptide and two Crisis squads.

mirrorcodex – 50pts
– +1 to seize rolls for your army. Roll a d6 at the start of every turn. 1-3 nothing. 4 is preferred enemy space marines. 5 is preferred enemy space marines & imperial guard. 6 is preferred enemy everyone. Getting an alpha strike with Tau is nice so 5+ to seize isn’t bad but the other bonuses are pretty hit and miss; 1/6 chance for preferred enemy? Great but 50 points is steep. Not abad piece of wargear but certainly not a must have. 

seismic fibrillator node – 45pts
– one use only. may use it at the beginning of any turn. Roll a d6. on a 2+, all open ground within 36″ is treated as difficult, all difficult is treated as dangerous. roll d6 at the end of each turn. 1-4 the node’s effects stop. 5+ they stay in play. 45 points is too much, particularly if it does nothing (which over the course of a tournament is likely to happen). Actual reduction in movement would have been great and it remember, it’s difficult terrain for everyone. 

warscaper drone – 35pts
– nominate a drone purchased by the character – this is the warscaper AND the original drone type. All models in the same unit have move through cover, outflank and acute senses. Furthermore, any enemy unit that is both outside of it’s deployment zone, and within 12″ of a warscaper treats difficult terrain as dangerous. Outflanking with some Crisis is cute but not a great thing and again, adding randomness for points doesn’t mean it’s going to do what you want. 

fusion blades – 30pts
– commander with a twin-linked fusion blaster only. Replace one twin-linked fusion blasters profile with following: shooting (same as twin-linked fusion blaster), melee – str 8 ap1 attacks w/armourbane and blind. if you use them in the assault phase roll a d6 at the end of the phase, on a 1 neither the shooting nor melee profile may be used for the rest of the game 50 points for a twin-linked fusion blaster and S8 Ap1 armor bane in combat which might break? No. 

earth caste pilot array – 30pts
– models with battlesuits only. The model re-rolls all rolls of 1 to hit in the shooting phase. May also re-roll the dice when using a nova reactor. Weapon skill is also reduced to 1 Now this is something everyone could want on their Riptide – re-roll 1’s (overheat!) and NOVA? Okay. 

talisman of arthas moloch – 25pts
– talisman confers a 5+ invulnerable save. In addition, the bearer and all friendly units within 12″ roll 4d6 for deny the witch rolls, taking the highest result Nice against high psychic armies and if you’re allying in with say Space Marines or Eldar, those Deny rolls can become very reliable.

6 wargear options IN PLACE OF TAU SIGNATURE SYSTEMS – so no PENchip, M3S or CnC
6 warlord traits
CAN take ethereals – yay
CAN NOT take aun’va or shadowsun – boo but expected
Crisis are troops – hell ya
Everyone has preferred enemy orks in combat – don’t run into combat
Everyone that can take Bonding Knife Rituals MUST take them – yuck
Riptides can take signature systems from the farsight enclaves list – goodie since one is designed for them

warlord traits: 

1 – The way of the short blade; The warlord has weapon skill 5. If your warlord is not a battlesuit, re-roll this result. – no

2 – echoes of the grand master; PEN chip except you have to choose what profile you want when you roll this warlord result, and keep it for the rest of the game – hells YA!

3 – the way of the broken sword; one use only. declare your warlord is using this ability at the start of one of your opponent’s turns. Your opponent has a -1 modifier to reserve rolls they make this turn – meh

4 – the fire unquenchable; warlord is fearless. All friendly units from codex: tau within 6″ of the warlord have stubborn – um no.

5 – countercrisis; XV8 Crisis teams have +1 modifier to their reserve rolls – meh

6 – through surety, destruction; one use only. declare your warlord is using this ability at the start of one of your shooting phases. For the duration of the phase, warlord and his unit have the shred special rule – okay for one use
Warlord traits are much worse but 2 is friggin sweet.
Farsight also retains his original warlord trait from the Tau Codex (so no deepstrike scatter). HE SHOULD HAVE 2
You can also take farsight enclaves as battle brother allies to a normal tau army. – and vice versa I’m told, the question becomes with the special Farsight bodyguard, can you have two Sig systems (i.e. PENchip from Tau and Vastos?)
Also with farsights body guard unit, you can either take them as normal (like in codex: tau) or you can purchase 1-7 named independent characters. I can post rules for them up if you guys want, but they only have individual wargear, they don’t have any special rules.

farsight4 farsight5 farsight6 farsight7 farsight8

farsight9 farsight10

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110 responses to Farsight Enclave – Tau Supplement

I'd consider tau + tau allies; taking something like

3 crisis w/gear
Riptide + earth caste

Use it in same was as normal tau, but dont take normal suites; join puretide commander with this suite squad, become stubborn scoring when you need to which is nice. Probably one Riptide in total switching between 3+ invuln and ordnance as need be. Might consider several pairs of broadsides?

Actually you can… Rule states one per detachment AKA meaning you can have 3 total. 1 from Vastos, 1 in your standard army, and one additional chip after 2k points. 🙂

The Dawn Blade :
The mysterious artefact that O'shovah took upon Arthas Moloch is even older than the Imperium of Man. Fashioned aeons ago by the strange race that once inhabited the haunted world, the Dawn Blade has been forged from materials that even the finest of earth caste minds cannot fathom. Its blade is sharp enough to cut through rock, and since taking it up on Arthas Moloch, and modifying it for use it battle, it has been O'shovah's weapon of choice for close engagements.

Unbeknownst to Farsight, the ancient sword has a dark secret. Its blade is made from chronophagic alloys – whenever its wielder cuts a life short with it, the natural span that he stole from his victims is added to the wielder's own. This has allowed O'shovah to live for almost three centuries. Though he has his suspicions that it is the Damn Blade that has prolonged his lifespan to such degree, if Farsight ever found out the horrible truth, he would likely end his own life in ritual suicide then and there.

The Dawn Blade has always been a Chaos demon blade of some sort, we just haven’t really known the specifics until now.

I wouldn't be too sure about that assessment … even after having my suspicions … there is no clear reasoning regarding chaos as the only reason … the blade is true to spans the life out of its victims to regenerate the life on the wielder yet chaos aren't the only ones who forge those abilities … perhaps there is even something even darker that hasn't been revealed … who knows … for me I hope is necrons than chaos

I don't agree with that. Farsight found the blade in the ruins, as soon as he swung the blade at the Bloodthirster he was fighting, it pretty much freaked out and retreated. Plus the daemons were avoiding the statues in the temples around the warzone, so I doubt it's daemonic in origin. Farsight closed the portal with hexagrammic symbols that the Tau found lying around the temples, so I think the answer to the swords origin lies with the origin of whatever could close the portal, but it definitely isn't a daemon weapon.

Is that new fluff? Or old two codex fluff that I’m forgetting? The impression I’ve always had was Chaos, but I could quite possibly be wrong. Or this could be an update/retcon of the Dawn Blade’s background.

Certainly, time is more of a Necron thing, and they’ve been starting to push back more towards the 2ed fluff, which makes me wonder about the Old Ones. Maybe its connected to that?

Maybe a Necron'tyr tech that led to/predates the development of the 'Let's turn our race into metal to life forever' thing.

I'd agree that its related to the c'tan. Seems similar to the c'tan metals perhaps? But "Chronophagic Alloy" breaks down to be "time eater alloy" Chrono=time, Phage=to eat.

Actually it's probably forged from one of 4 races…. Eldar, Dark Eldar, Necron, or Old ones, as these are the only known races that are older than mankind and it states that is older than mankind. This would exclude half of the races in 40k… Those being IG, SM, CSM, Orks, Tau(clearly), Daemons(not sure on this one). And Tyranids don't make non-biological weaponry. But my assumptions are that it is either Necron, DE, or Old Ones. 🙂

The Dawn Blade stealing life force is a pretty awesome answer to why Farsight is so long-lived.

Talisman is nice, Pilot Array is awesome, and Mirrorcodex might see some use, especially as Imperial Guard are so common as allies (5+ for preferred enemy Guard is ok. Not 50pts of ok, but ok). Loss of PENchip hurts, I guess. I see Talisman+Eldar allies being popular.

Command team – the implication is you need to take Farsight here but it says "when choosing a Farsight Enclaves army, you have access to a special units, etc. etc. If you choose this unit, Farsight does not allow you to take an XV8 Crisis Bodyguard team as normal; he has the COmmander Team instead"

So we have one sentence saying when choosing a FE army
and another saying the 1-7 bodyguards are replaced with CT team


Waiting for points on these guys.

I don't see it as a particular mystery. It says you have access to the unit and then describes how that access is granted, ie, you can take this unit but only in place of Farsight's normal bodyguard.

“If you choose to take this unit,” So, ok, its a choice.

“Commander Farsight does not allow you to take an XV8 Crisis Bodyguard Team as normal;” Ok, so Farsight isn’t allow to take a normal Bodyguard team.

” he has the Commander Team instead.” Ok, so HIS team is INSTEAD the Commander Team.

“This special unit is an HQ choice that does not take up a Force Organisation slot” Ok, so now we’re on special slots, which, like every other unit GW has ever made only works under very specific circumstances.

“and consists of up to seven other battlesuits chosen from The_Eight, listed below.” And what is on that list? Farsight and seven other dudes.

This all seems very clearly written to me.

Seriously dude, it’s either or. What’s so hard to understand. It’s literally so clear that you can CHOOSE to take either the normal bodyguard team OR members of the eight. Not both.

Unless they are SUPER cheapr compared to the list of wargear, you better ignore them, because their setups makes no sense what-so-ever.

Heck, R'myr is less of a scyso then some of these guys (and at leas his scyso has advantages, as he literally covers all bases)

Allies can do it without being bullied into senseless suit builds.
And that way you can have farsight+7 bodyguards, and 2 extra shas'o build in any way you like, prior to 2000 points where you can get yet 3 more shas'o.

And they can all be recreated with custom commanders (and regular riptide/broadside)

"50 points for a twin-linked fusion blaster and S8 Ap1 armor bane in combat which might break? No."

Actually – you have to buy the twinlinked fusion blasters first haha, this replaces them… so it really costs 80 pts.

if you read closely you will hear a voice whispering in your ear that tells you is 50 points because you already spent the 20 not 30 on the twin linked fusion blasters … and further 30 for the melee upgrade

Btw, why "No"? It's 50pts for TL tau-tech melta and basically a Powerfist, that strikes at initiative and only might break AFTER combat, so you can at least plan for the phase you charge.
Yes, "charge". I for my part want to use this Book for a Tau army with at least one capable CC-unit.
I totally see BB-Tau+Tau-sup allies, like Jasonc described it, as the most competetive style, but an almost all IC army with:
– up to 7 of the eight Farsight buddies (sry Ob'lotai u r kinda the Aquaman here)
+ Shadowsun via allies
is the most hilarious Deathstar ever. "Which USR's do you have?" "All of them!". You can bring them in via Pinpoint Deepstrike, Infiltrate(yy i know the argument) or acute senses ouflank. Ungroup and regroup them as you please and do those 5th ed wound allocation shenanigans.
I know this costs like 1000 to 1500 pts but still…

Five Riptides?

One from HQ, three from Elites, one from allied Tau Empire.

Am I missing something here?

It's five if you include the one in Farsights personal bodyguard (which, incidentally, is also an IC).

Special Characters –
Bravestorm – 199 pts
Brightsword – 200 pts
Ob'Lotai – 128 pts
Arra'kon – 168 pts
Sha'vastos – 174 pts (he has the PENchip)
Torchstar – 154 pts
O'Vesa – 305 pts

Don't see many of these being used – there are no price breaks and the only real combination which works is O'Vesa but you likely need to take Farsight so it's a pretty hefty points investment. Though having a Riptide who is an IC is an awesome option…

Yeah I was wondering about that. A Riptide that can join other units freely… it seems really bizarre. Although all I can think of (apart from increased potential to benefit from special rules) is getting majority T6 crisis or broadside teams.

Actually that sounds pretty awesome.

Ob'lotai doesn't seem to bad.
Costs the same as a broadside 'vre would, but passes LoS! on a 2+ instead, and none of his equipment is bad.

O'vesa is just silly. Take a 3 man crisis team, laugh with your scoring T6 unit.
And an added allied commander with Iridiusm MSS, PEN and CCN wouldn't break majority T thanks to T5, though at that point it is probably to many points.

Seriously? they cost just like they would if you built them yourself?

With the schizophrenic builds they got, why would you even bother? they could have not been there and the book was the same.

the point is that they have wargear from the main tau book that a Farsight army couldn't normally take due to having it's own wargear list.

I don’t really see the point if you can just BB ally with regular Tau. I’m willing to bet at least half, maybe more, are still using pure Tau for whatever reason; in this case there is no reason not to use the Farsight supplement.

I'm officially naming this one "Farsight Pimp Team" because that's the only reason I can think of for why they all bought so much bling.

I'm thinking a 738 point farsight bomb (Farsight, Brightsword, Bravestorm, and Sha'vastos) that also unlocks a skyfire missileside IC and an Intersepter Riptide IC to attach to the rest of my army.

I sincerely doubt you can ally with the Tau Codex. These are a rule supplement, not a new codex. Currently, they use the same codex for rules and two codexes can't ally with each other (see tyranids).

Assuming of course the rule isn't in the codex. If it specifically say you can ally with tau in the supplement, then ignore me.

There is a specific rule written saying you can.
Farsight counts for allies as a tau codex, with the exception farsight and tau codex an be taken as battle brothers.

Can Iyandan do that? It seems… kind of weird that would be a per supplement ruling, actually. You’d expect it to be either all of them or none.

Maybe they didn’t consider it until this one?

I'm wondering whether they considered it at all…

Do markerlights work between primary and allied detachments? (exact wording is "..before a unit from Codex: Tau empire shoots at a target…" Outside of the unit entries specifically introduced in the Farsight supplement, most stuff is still selected from 'Codex: Tau empire'…)

What about wargear – if they're battle brothers, can a model with a drone controller from one detachment confer his BS to marker drones from another detachment if he joins it (as battle brother independent characters can)? The wargear uses 'in the same unit as a model with…' wording.

I'm thinking Farsight Enclaves might be better as an ally than a main force.

Question: if Farsight's special command squad all have the independent character special rule, does that mean you can split them up how you want? Or do they form a bodyguard unit and are thus all stuck together until killed down to one?

They are bought as a bodyguard unit, but as Independent Characters that means they can go wherever they want. I’m guessing the idea is to have them lead your Fire Warriors and Stealth Teams and such.

And yeah, they seem like great allies. You can’t take PEN chips, but you can have two squads of scoring Crisis teams instead. Plus a way more reliable Riptide. I don’t see anywhere that says you MUST take Farsight, even.

Not sure what you would give the Commander though. :/ I think this is the weakness of the Suppliment; rubbish Warlord traits and bad Signature Systems, making the Commander way weaker then Codex varieties. So… unless you take Farsight, there isn’t much in the way of options for HQs. No point in Ethereals or Fireblades, can’t take Shadowsun…

So your subtly trading a better HQ for Crisis Troops. Interesting…

Think Shadowsun is gonna get her own Supplement?

I'd be all about a Shadowsun supplement, personally. Love the model, and having an excuse to use it more often would be baller. As it is, I generally don't find myself needing the 2x Fusion Blasters (but I have mine rigged to hot-swap so I can run it counts-as a normal Commander on demand).

I wonder what our next big supplement will be, since these seem to be coming down the pipe fairly regular?

Yes, you CAN, true, but especially for allies you aren’t going to. You’re gonna take one or two Crisis Suit teams for your Troops, not Fire Warriors. Unless you take it for Sniper Drones, maybe?

In a full Farsight Enclave list it’ll be a good idea to have some Fire Warriors to actually hold the line, so an Ethereal might be worth considering there, but no, I’m feeling pretty safe to say that you’re never gonna see an Ethereal leading a Farsight ally contingent.

So why shouldn't I just take my normal Tau army, say that an ethereal, one squad of fire warriors and two riptides are allies from the enclave to get the earth cast array thing??? Where's the downside?

I wish we could figure out somehow what percent of people are still playing ‘pure’ armies. I know allies are the cool new thing, but something in my head is unwilling to actually believe that the majority use them. Surely there must be a sizable percent who ‘like Tau dammit and if I wanted to play Eldar I’d just have an Eldar army’ right?

Or am I just crazy for thinking that?

In my experience, about 10% of armies at tournaments are "pure," increasing slightly in smaller games (1500.)

That sounds about right.

But what percent of 40k played is tournament level 40k? In my (small and thus biased) experience with my shop, only a handful use allies regularly, though I think just about everyone has a list that includes them. Do you do pick up games at your local shop much? Does the 10 percent hold true there, too?

About 60% of all armies at 1000pts are pure to give some context for those who play escalation. And for those who especially care 99% of armies at 600 are pure

I'd probably try to find points for a scoring crisis team in the allied detachment, but yeah – I can't see any real downside either.

Someone just pointed out this bit of awesome absurdity on a forum: "A Farsight Enclave army cannot NOT include Aun'va or Commander Shadowsun"

Please remove the photos from iBooks via iPad. If you leave them up it is safe to say Apple will disable screen shot capability within iBooks. Please remove so you don't destroy things for others. Thanks 🙂

Uh, those pics are actually part of the preview from iBooks. The highlights showing the rules and wargear are shown in the non iBook photo. You say remove the iBook photos but that won't accomplish anything.

screengrab on iphone/ipad is actually a core utility, not an application specific one. THeyw ould have to dick around a fair bit to disable it for ibooks.

But anyways, the 2 big arguments are, can you run dual signature systems (ie 2 xv8-02's), and can you build a farsight enclave just using the tau codex with the aforementioned cannot takes (sig systems, aun'va and shadowsun)?? I presmue so…and if thats the case, I can see a lot of people running dual commanders one though being from a tau codex allied detachment running all the fancy toys (CnC, Multi spec…)

I would like to run FE with my Tau Codex as allies but it does not sound as if units outside the main codex can benefit from markerlight hits. Rules for the markerlights specifically limit them for use in codex only.

The thing is, FE is actually a part of the Tau Codex as I read it. "A Codex: Tau Empire Supplement: Farsight Enclave". And if that's not true, we can always look at which units are already present in the Tau Codex and say that those units can benefit from the markerlights.

Although, I still don't see how kroots can benefit from markerlights…

how does rerolling to hit help vs get ho? I thought the get hot roll on the ion cannon was for the blast shot, which isn't a to hit roll (unless you are using the over sized burst cannon)…

Correct me if I'm wrong of course 😀

When using a Blast Weapon with the Gets Hot! rule, you have to roll a d6 prior to placing the template. You fail the Gets Hot! roll on a 1. Re-rolling to-hit rolls also allows you to reroll this die.

We’ve just been rolling a Scatter die and 3d6, one of which is a different color (ie two white and a red). Then its fairly easy to just check the red die first when deciding the effct of the blast

I have a question regarding the Command Team. Must they be deployed together, or can you join members in different units (because they’re ICs) like Cryptecs or Wolf Guard?

So does the 1 per army limit Signature Systems still apply to the Farsight wargear?

yep … still there is controversy regarding if you can still use the signature systems for main tau in a tau ally detachment (hence giving pen and other signatures in your ally commander)

so, just from curiosity. You state that you wish the Seismic Fillibrator Node actually reduced speed of units. Doesn't it do that? Turning everything Open Ground into Difficult Terrain would slow down enemy units fairly significantly. I guess you mean for the things which ignore difficult terrain too?

Yo guys this question might be stupid but doesen`t the first picture/text on the codex page say : IF you choose to take this unit, Commander Farsight does not allow to take an XV-8 bodyguard team as normal; he has the Commander team instead. so he can take the bodyguard team instead but not both right?
And sorry for my bad english.

A quick rule query:
Let's say I have Farsight, O'Vesa, and a unit of 2 XV8s. Is it possible to:
1) Deploy O'Vesa on the table and Deep Strike with Farsight and the XV8s?
2) Join Farsight and O'Vesa with the XV8s and Deep Strike both together?

Yes to both questions. All Jet Packs have the Deep Strike rule and none of the Farsight SCs have any special restrictions as to how they are displayed.

I mean looking above, at the Command Team rules, it seems that the ICs are a unit, and cannot be deployed separately…they can, however, move apart once deployed. Or am I wrong?

Another quick question:
If you take O'Vesa, would it be possible to take a generic Riptide and give it the Earth Caste Pilot Relay? Is the "1 per army for Signature Systems" restrictions inclusive or exclusive of Unique characters?

From what I read, if you choose to take the commander team which is a HQ choice that doesn’t take up a force organisation slot, then you still have to take a HQ to fill up the compulsory slot no? Additionally, you can’t take farsight as that HQ as he is one of “the eight”. So you’re choices are, ethereal who is essentially useless (although the LD boost and 3 of the invocations are still effective if you discount that he’s a walking victory point) a fireblade (nuff’ said) or a commander with four weapons (as no wargear is available. I’m saying this from a “I’ll use them as allies” point of view btw. On the side can you just take any one of the named commanders as a HQ or has that not been released yet.

only take 2 weapons because you can only fire 2 weapons, drone controller ans counter fire system are a good combo, transferring a BS 2 to markerlight drones using support fire (whch can be stacked on any other unit firing at that unit that overwatch sequence, at least one BS 5 overwatch a turn with you have 5-7 markerlight drones with that commander, combine that with a warscaper or talisman a formitable HQ. on top any of the eight can be paired with you second commander (and drones).
also a velocity tracker plus drone controler allows you to hit flyers with 2+ markerlight shoots and those can be applied to snap shots.

this sucks.. i was hoping they would make them more badass veteran renegade like, with a touch of darkness, and all they did was replace some weird equipment with some other weird equipment.. when i heard it was coming out i was sure i was going to start playing 40k again. now i just want to send hate-mail to the author…

and a full drone unit to any farsight bomb.
controlled drone units are amazing support fire
deep strike farsight, ovesa and regular riptide together no scatter.

hey also how many sig. systems can a riptide take?
does it take up one of the 2 slot allowed to support systems?
or are we allowed to take as many as we want?
ignoring points… generic riptide, with fusion blades and talisman and micro codex plus 2 regular wargear options?
yeah its ludicrous, but any one of those is a good fit on a riptide. im particularry intrested in fusion blades and talisman, would Armourbane plus monstrous creature +3d6 armour penetration?

I don't believe there is any limit- Signature Systems, except where specified otherwise (i.e. in the case of a normal Crisis team) do not occupy support system slots.

Remember Monstrous Creatures don't roll extra penetration dice anymore, they have the Smash rule. So you'd be Str 10 + 2d6, getting to reroll your pen results.